1. Introduction

If you are new to Blood, this is a great place to start to get an
understanding of how the spec works. On this page we will discuss what
abilities you have, what they are used for within the specialisation, how they
interact with each other and also with important cooldowns. If you already
have experience with Blood and are comfortable with it in Legion, it is
recommended you skip this section and move on to the rest of the guide.

2. Main Resource of Blood Death Knights

Runes and Runic Power are your main resources. You have 6 Runes, which are
used for several of your abilities. Runes regenerate passively over 10 seconds,
with the regeneration time reduced by haste. You can have 3 Runes
regenerating simultaneously, so you should be spending runes fast enough to
always keep 3 Runes on cooldown. Each Rune spent generates 10 Runic Power, which
is used primarily to power Death Strike, your main source of
mitigation. Additionally, Heart Strike generates 5 bonus Runic Power.

3. Basic Abilities for Blood Death Knights

These are your core skills that are available regardless of talents and form
the core gameplay of the specialization.

Marrowrend deals damage to the target and generates 3 charges of
Bone Shield (an important survival mechanism that is explained
later on). Marrowrend costs 2 Runes to cast, and this is generally a top
priority to use whenever your Bone Shield is about to expire, or you are running
low on stacks.

Death Strike deals damage to the target and heals you for 25% of
the damage taken in the previous 5 seconds. Moreover, due to your
Mastery (Mastery: Blood Shield), a percentage of the healing is also
applied to you as a physical damage absorption shield. Death Strike costs Runic
Power to use, and is almost the only use of Runic Power for Blood Death
Knights.

Blood Boil deals damage to all enemies within 10 yards and applies
your Blood Plague DoT to them. Beyond applying your disease, it is
generally used as a filler in your rotation when you do not need to spend Runes
or Runic Power.

Death and Decay places a circle on the ground that damages enemies
standing in it. It costs 1 Rune to use, and it is generally used simply to
deal damage and generate Runic Power. Most casts of Death and Decay will be free
thanks to Crimson Scourge.

Heart Strike damages the target as well as another nearby target
and costs 1 Rune to cast. When standing in your Death and Decay, it
will strike up to 5 targets total. It is the most efficient Runic Power
generator in your toolkit due to the bonus 5 Runic Power it generates and
should be your Rune spender of choice when you do not need charges
of Bone Shield. It also applies a 20% snare to affected targets,
though this does not have a meaningful impact on your gameplay decisions.

Death's Advance is a useful movement ability that increases your
movement speed by 30% for 8 seconds, prevents you from being slowed below 100%
movement speed, and makes your immune to any forced movement, knockbacks, or
movement-controlling effects for the duration. Passively, it prevents you from
being slowed below 70% movement speed at all times.

4. Important Procs for Blood Death Knights

Crimson Scourge is a passive that causes your auto attacks against
targets affected by Blood Plague to have a chance to make your next
Death and Decay free of cost and reset its cooldown. You should be on
the look-out for these procs and always use them, even if you are fighting a
single target. If using one or more ranks of Bloody Runeblade, it
is especially important to consume Crimson Scourge within 3 seconds of the proc,
in order to maximize the value of the trait.

5. Active Mitigation for Blood Death Knights

Bone Shield is a buff that increases your Armor by 50% of your
Strength and increases your Haste by 10%. Each cast of Marrowrend
applies 3 stacks of Bone Shield, and each successful melee attack against you
consumes one stack. The stack consumption effect has a cooldown of 2.5 seconds,
keeping you from losing all of your stacks rapidly when tanking several enemies.
Due to the haste increase, there is never a time where it is a good idea to let
Bone Shield fall off.

Death Strike, described above, is the most "active" mitigation
ability used by Blood Death Knights, even if it is not considered by Blizzard to
be active mitigation. You should time your Death Strikes so that as many as
possible occur right after large damaging abilities. Even during off-tanking
periods, you will use Death Strike to dump excess Runic Power; the
Mastery: Blood Shield generated during this time will help smooth tank
transitions, and the damage dealt by Death Strike is significant.

6. Defensive Cooldowns for Blood Death Knights

Blood Death Knights have 4 important defensive cooldowns.

Anti-Magic Shell absorbs up to 30% of your maximum health in magic
damage over 5 seconds, and should be used to mitigate magic damage and generate
Runic Power.

Vampiric Blood increases your maximum health and the amount of
healing and absorbs you receive by 30% for 10 seconds. It should be used either
proactively in anticipation for high amounts of damage, or reactively when low
on health and in danger of dying.

Icebound Fortitude reduces all damage taken by 30% for 8
seconds. It should mostly be used proactively when you anticipate taking
high damage, such as from specific boss abilities.

Dancing Rune Weapon increases your Parry chance by 40% while
significantly increasing your damage and resource generation. You should it on
cooldown due to the resource and damage components, though it is generally worth
it to wait until the next period of active tanking if it becomes available while
off-tanking.